* Removed dangling OpDecorateId * Stopped scalarizing spec constant sized arrays * Added a bunch validation checks Fixes https://github.com/Microsoft/DirectXShaderCompiler/issues/1528
@@ -1 +1 @@
-Subproject commit 146eb3bdcf5b7dc021edb3ca9bb9aac18ae904c0
+Subproject commit 497958d899c3f5fb4a4bda1a942c6fd7c0132ba6
@@ -2,6 +2,9 @@
// CHECK: OpExecutionMode %main Invocations 42
+struct S { float4 val : VAL; };
+
[maxvertexcount(2)]
[instance(42)]
-void main() {}
+void main(point in uint id[1] : VertexID, inout LineStream<S> outData) {
+}
@@ -2,5 +2,8 @@
// CHECK: OpExecutionMode %main Invocations 1
// CHECK: OpExecutionMode %main OutputVertices 3
[maxvertexcount(3)]
// CHECK: OpExecutionMode %main InputLines
-void main(line in uint id[2] : VertexID) {}
+void main(line in uint id[2] : VertexID, inout LineStream<S> outData) {
// CHECK: OpExecutionMode %main InputLinesAdjacency
-void main(lineadj in uint id[4] : VertexID) {}
+void main(lineadj in uint id[4] : VertexID, inout LineStream<S> outData) {
// CHECK: OpExecutionMode %main InputPoints
-void main(point in uint id[1] : VertexID) {}
// CHECK: OpExecutionMode %main Triangles
-void main(triangle in uint i[3] : VertexID) {}
+void main(triangle in uint id[3] : VertexID, inout LineStream<S> outData) {
// CHECK: OpExecutionMode %main InputTrianglesAdjacency
-void main(triangleadj in uint id[6] : VertexID) {}
+void main(triangleadj in uint id[6] : VertexID, inout LineStream<S> outData) {